#include "camera.h"
#include "world.h"
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
VG_STATIC void world_render_init(void)
{
{
mesh_bind( &world.mesh_geo );
world_render_if( shader, k_geo_type_solid, bind_point );
+
+ glDisable( GL_CULL_FACE );
mesh_bind( &world.mesh_no_collide );
world_render_if( shader, k_geo_type_nonsolid, bind_point );
+ glEnable( GL_CULL_FACE );
}
VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
shader_vblend_uPvmPrev( cam->mtx_prev.pv );
shader_vblend_uMdl( identity_matrix );
shader_vblend_uCamera( cam->transform[3] );
+ shader_vblend_uBoard0( TEMP_BOARD_0 );
+ shader_vblend_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( k_shader_standard_vertex_blend,
bindpoint_diffuse_texture1 );
shader_standard_uMdl( identity_matrix );
shader_standard_uCamera( cam->transform[3] );
+ shader_standard_uBoard0( TEMP_BOARD_0 );
+ shader_standard_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( k_shader_standard,
bindpoint_diffuse_texture1 );
shader_alphatest_uMdl( identity_matrix );
shader_alphatest_uCamera( cam->transform[3] );
+ shader_alphatest_uBoard0( TEMP_BOARD_0 );
+ shader_alphatest_uBoard1( TEMP_BOARD_1 );
glDisable(GL_CULL_FACE);
shader_terrain_uMdl( identity_matrix );
shader_terrain_uCamera( cam->transform[3] );
+ shader_terrain_uBoard0( TEMP_BOARD_0 );
+ shader_terrain_uBoard1( TEMP_BOARD_1 );
world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
}